Centaur
Guildmasters' Guide to Ravnica p. 16,
- Size
- Medium
- Speed
- 40
- Ability Scores
- Str +2, Wis +1
Traits
Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bodies of horses.
Ability Score Increase
Increase one ability score by 2 and increase a different score by 1, or increase three different scores by 1.
Creature Type
You are a Fey.
Age
Centaurs mature and age at about the same rate as humans.
Alignment
Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral.
Size
Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium.
To set your height and weight randomly, start with rolling a size modifier:
Size modifier = 1d10 Height = 6 feet + your size modifier in inches Weight in pounds = 600 + (2d12 × your size modifier)
Charge
If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Equine Build
You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Especial
Powerful Build
Hooves
You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Natural Affinity
Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.